import threading
import pydub
import time
from transitions.extensions import HierarchicalMachine as Machine
import pyaudio as pa
import sounddevice as sd
import os.path
from .lock import Lock
from . import gain
file_lock = Lock("file")
pyaudio = pa.PyAudio()
class MusicFile(Machine):
def __init__(self, filename, mapping, name = None, gain = 1):
states = [
'initial',
'loading',
'failed',
{ 'name': 'loaded', 'children': ['stopped', 'playing', 'paused', 'stopping'] }
]
transitions = [
{ 'trigger': 'load', 'source': 'initial', 'dest': 'loading'},
{ 'trigger': 'fail', 'source': 'loading', 'dest': 'failed'},
{ 'trigger': 'success', 'source': 'loading', 'dest': 'loaded_stopped'},
{ 'trigger': 'start_playing', 'source': 'loaded_stopped', 'dest': 'loaded_playing'},
{ 'trigger': 'pause', 'source': 'loaded_playing', 'dest': 'loaded_paused'},
{ 'trigger': 'unpause', 'source': 'loaded_paused', 'dest': 'loaded_playing'},
{ 'trigger': 'stop_playing', 'source': ['loaded_playing','loaded_paused'], 'dest': 'loaded_stopping'},
{ 'trigger': 'stopped', 'source': 'loaded_stopping', 'dest': 'loaded_stopped'}
]
Machine.__init__(self, states=states, transitions=transitions, initial='initial')
self.volume = 100
self.mapping = mapping
self.filename = filename
self.stream = None
self.name = name or filename
self.audio_segment = None
self.volume_factor = gain
self.music_lock = Lock("music__" + filename)
self.wait_event = threading.Event()
threading.Thread(name = "MSMusicLoad", target = self.load).start()
def on_enter_loading(self):
with file_lock:
try:
print("Loading « {} »".format(self.name))
db_gain = gain(self.volume_factor * 100)
self.audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100).apply_gain(db_gain)
self.sound_duration = self.audio_segment.duration_seconds
except Exception as e:
print("failed to load « {} »: {}".format(self.name, e))
self.loading_error = e
self.fail()
else:
self.success()
print("Loaded « {} »".format(self.name))
def check_is_loaded(self):
return self.state.startswith('loaded_')
def is_not_stopped(self):
return self.check_is_loaded() and not self.is_loaded_stopped()
def is_paused(self):
return self.is_loaded_paused()
@property
def sound_position(self):
if self.is_not_stopped():
return self.current_frame / self.current_audio_segment.frame_rate
else:
return 0
def play(self, fade_in = 0, volume = 100, start_at = 0):
db_gain = gain(volume) + self.mapping.master_gain
self.volume = volume
ms = int(start_at * 1000)
ms_fi = max(1, int(fade_in * 1000))
with self.music_lock:
self.current_audio_segment = (self.audio_segment + db_gain).fade(from_gain=-120, duration=ms_fi, start=ms)
self.before_loaded_playing(initial_frame = int(start_at * self.audio_segment.frame_rate))
self.start_playing()
def before_loaded_playing(self, initial_frame = 0):
self.current_frame = initial_frame
with self.music_lock:
segment = self.current_audio_segment
self.stream = sd.RawOutputStream(samplerate=segment.frame_rate,
channels=segment.channels,
dtype='int' + str(8*segment.sample_width), # FIXME: ?
latency=1.,
callback=self.play_callback,
finished_callback=self.finished_callback
)
def on_enter_loaded_playing(self):
self.stream.start()
def on_enter_loaded_paused(self):
self.stream.stop()
def finished_callback(self):
if self.is_loaded_playing():
self.stop_playing()
if self.is_loaded_stopping():
self.stopped()
def on_enter_loaded_stopped(self):
self.wait_event.set()
def play_callback(self, out_data, frame_count, time_info, status_flags):
with self.music_lock:
audio_segment = self.current_audio_segment.get_sample_slice_data(
start_sample=self.current_frame,
end_sample=self.current_frame + frame_count
)
self.current_frame += frame_count
if len(audio_segment) == 0:
raise sd.CallbackStop
out_data[:] = audio_segment.ljust(len(out_data), b'\0')
def seek(self, value = 0, delta = False):
# We don't want to do that while stopping
if not (self.is_loaded_playing() or self.is_loaded_paused()):
return
with self.music_lock:
self.current_frame = max(0, int(delta) * self.current_frame + int(value * self.audio_segment.frame_rate))
def stop(self, fade_out = 0, wait = False):
if self.is_loaded_playing():
ms = int(self.sound_position * 1000)
ms_fo = max(1, int(fade_out * 1000))
with self.music_lock:
self.current_audio_segment = self.current_audio_segment[:ms + ms_fo].fade_out(ms_fo)
self.stop_playing()
if wait:
self.wait_end()
else:
self.stop_playing()
self.stopped()
def set_gain(self, db_gain):
if not self.is_not_stopped():
return
new_audio_segment = self.current_audio_segment + db_gain
with self.music_lock:
self.current_audio_segment = new_audio_segment
def set_volume(self, value, delta = False):
[db_gain, self.volume] = gain(value + int(delta) * self.volume, self.volume)
self.set_gain(db_gain)
def wait_end(self):
self.wait_event.clear()
self.wait_event.wait()
# Add some more functions to AudioSegments
def get_sample_slice_data(self, start_sample=0, end_sample=float('inf')):
max_val = int(self.frame_count())
start_i = max(start_sample, 0) * self.frame_width
end_i = min(end_sample, max_val) * self.frame_width
return self._data[start_i:end_i]
pydub.AudioSegment.get_sample_slice_data = get_sample_slice_data